Thursday, January 29, 2015

Had this sitting around for a while. Decided to finish it. Hopefully it is coherent. It's been one of those days. :D
This thing is based off the 1982 John Carpenter film and it's prequel.
It is lethal. PCs should be very well prepared for this.

Assimilate
A Thing can perfectly mimic any organism. To do so it must assimilate the victim by pressing its flesh directly against the flesh of the victim. The invading flesh must be soft; teeth, hard projectiles, claws, etc cannot initiate the process. A Thing an do this by pressing itself against the target or wrapping tentacles around the target to envelope as much of the victim's flesh as possible. Larger than man-size Things might do this by brute force while a smaller one will most likely use stealth to join its flesh to its target.

Edit, Clarification: When assimilating the Thing has two options: it can absorb the victim and take his place or allow it to stay a separate entity; a new Thing.

A Thing must make an attack roll to hit flesh. If the target is naked, without shirt, etc it is a normal to hit roll. If their flesh is sufficiently covered the face is the almost always preferred target and they must make a called shot with a -6 penalty to hit. If the Thing surprises its victim it gains a +4 to its attack roll, dropping the penalty to -6 for the called shot. Once a Thing has made contact its flesh bonds with the victim's and it must be ripped or burned away causing 2d6 damage to the victim. To rip away the victim must make a Str roll with a -6 penalty. If others help rip the victim away the penalty drops by 2 for each person helping (maximum three helping.)

If a victim is forcefully separated from a Thing he must make a Saving Throw (Poison). If successful he has fought off the invading organism. If failed he will fall into a coma in 1d6 minutes as the assimilate continues from inside. He will be lost as the Thing continues to assimilate and replicate his flesh from the inside out. It will awaken after 1d6x5 minutes and attempt to pass itself of as the victim. Let the player play as normal, don't let him know what has happened. When the Thing emerges it will be as big a shock to them as anyone else.

If the freed victim is somehow flash frozen it may help stop the assimilate process until some sort of healing or medical process can be used to save him.

Each round the victim stays attached to a Thing the victim must make a Saving Throw (Poison) with a cumulative -2 penalty after the first round. Once the Save is failed the victim is paralyzed as the Thing's flesh penetrates into the victim's circulatory and nervous systems . Within 1d6x5 minutes the internal assimilation and mimicry are complete.

The target of assimilation must either be alive or freshly dead: a Thing will not assimilate decaying flesh. It cannot assimilate inorganic material: fillings, prosthesis, surgery pins, etc will be ejected from the mass.

A Thing will generally try to assimilate a victim quietly and in private. It does not want to be interrupted;it prefers stealth tactics to outright violence and it can't replace someone and infiltrate a group if the group knows a person was attacked. If interrupted during this assimilation time it will try to flee. It will have obvious flaws in it's physical form and can be easily identified.

Blatant assimilation is almost always a last ditch defense to save itself when it has no other choice. If it's hand is forced a Thing can merge with other Things (see Merge below) and outright try to destroy its enemies.

Mimicry
Once it has absorbed and replicated and organism a Thing can perfectly mimic that creature.
It activates with full 10HD and abilities. It also gains the replicated creatures natural weapons, movement, special abilities, spells, etc at the level of the creature absorbed. It is indistinguishable from the original creature to all but the most specific tests. It has all of it's memories, mannerisms, habits, etc. Even defects such as a weak heart, weak eyes, scars, etc are replicated.
It must acquire clothing and other equipment to complete its masquerade.

Split
A Thing is a collective organism. Each of its cells can split apart as a separate entity working for the survival of the whole creature. This gives it the ability to split itself off into smaller creatures. This ability is used to save as much of the creature as possible as parts of the collective body become damaged beyond use (such as by fire) or to separate into smaller Things to stealthily hunt down and absorb a victim.

It's ability to split also gives it the ability to grow arms, legs, claws, tentacles, extra heads, eyes, whatever from it's separated body parts. It can split it's flesh to reveal vicious teeth. The combinations are only limited by what a Thing has absorbed in the past. (See Combat: Attacks and Damage below.) The sudden reveal can be a shock to see as the flesh splits and a vicious drooling maw comes a your face. If the Thing is under suspicion it still gets a surprise roll of 1 on a 1d6 to surprise by suddenly splitting open. If it is not under suspicion the chance for surprise goes up to 1-3 on a 1d6.

A Thing mimicking a human has 8 HD, divided into sections for convenience to track abilities, hit points, attack bonuses, saves, etc of smaller forms. When a Thing splits add together the Hit Dice of the new split forms. For example if a head splits off it's a 1 HD creature. The rest of the creature is now 7HD. If the upper torso separates from the pelvis and legs we now have three Things with the following HD: Head Thing - 1HD, Arms and Upper Torso Thing - 4HD, Pelvis and Legs Thing - 3HD.
Each is now a separate entity, an independent Thing seeking to attack and assimilate it's enemies.

If under direct attack or it decides to enter combat a efficiently as possible a Thing will most likely remain at an 8HD pool and use it's greater damage and hp potential to kill or absorb its enemies

A Thing has maximum hit points per level. It has control over its cellular structure and is built to survive. Unless a called shot is made to an extremity, damage is taken by the torso. Once it is destroyed or in serious threat of permanent damage the Thing will kick into survival mode and it will split its body into smaller Things with 8hp per HD.

Any damage done to specific parts (such as legs on fire) those parts take the damage and it does not affect the other parts. If full body damage is done each part takes the entire damage rolled to its individual hps.

A Thing's intelligence seems to drop with it's smaller sizes. Smaller Things seem to rely more on instinct than on reasoning while larger Things, carrying the experiences of those it has assimilated can be frighteningly intelligent, using technology, even building escape vehicles.

Merge
If threatened with destruction multiple Things can join to increase their mass and fighting ability.
For each man-sized thing merged the base Thing (highest HD) gains 2 HD. The max HD for this is 16 HD. This increases, attacks, damage, and armor class (see combat below.)

Combat
Attacks and Damage
A Thing can split its body open to reveal hidden weaponry: teeth, claws, tentacles, barbs, etc. Nearly anything is possible as long as it was an organic natural weapon previously mimicked. While doing horrific damage these solid weapons cannot initiate an assimilation.
At twice man-size or larger (16HD) it make four attacks per round at 1d12 or one massive attack at 3d10.
At larger than man-size it can make up to three attacks per round at 1d10 or a single attack at 3d8
At man-size it can make up to two attacks per round at 1d8 a single attack at 3d6.
At half man-size (split in half vertically or horizontally) it can make two attacks at 1d6.
At small-size (head, arm, leg, etc.) it can make one attack at 1d4.

Special Attacks
If the DM wishes a Thing can have ranged and other attacks based on what it has assimilated.
One of the easiest ways to do this is simply steal special abilities from other monster stats. I would be careful with this though, only one or two, or it will be overwhelming.
Acid Spray (2d6 per round for 3 rounds). Range of 30'.
Web. As per the spell.
Melee attack at 10' extended range.
If two tentacles hit, draw the victim to the mouth for automatic damage each round until a Saving Throw (Death) at -4 is made.

Armor Class
A Thing takes minimum damage from piercing weapons. Blunt and slashing do half damage. Magical and Heavy Weapons (including explosives) do normal damage.
At twice man-size or larger (16HD) it is AC 16 due to increased size and mass.
At larger than man-size it is AC 14 due to increased size and mass.
At man-size it is AC 12.
At half man-size it's AC 13 due to smaller mass to hit.
At small-size (head, arm, leg, etc.) it is AC 14 due to smaller mass and increased speed.

Movement
While mimicking a creature a Thing uses that creature's natural movement rates until it reveals itself as a Thing.
If necessary it can take a full round action and grow wings, legs, or other ways of moving around quickly. Everything from extra human appendages to insect legs and tentacles based on what it has assimilated in the past.
At twice man-size or larger (16HD): movement drops back to 120(40) as the bulk begins to slow it down.
At larger than man-size: 150(50) it can move faster than a man thanks to multiple legs/appendages and extra muscle.
At man-size and smaller 120(40): even if split apart onto smaller Things the extra legs/appendages allow it to scuttle quickly along.

It is quite likely a Thing has assimilated a creature that can use the spider climb ability, adding to its effectiveness.

Surprise
Smaller Things are master of cover and surprise. If they can get under shelves, tables, chairs, or other cover or down dark hallways with plenty of hidey holes they have a 1-4 on a 1d6 chance of hiding from pursuers. They can sneak along at the same chance. IF they successfully sneak up on a victim they have a chance to surprise them gaining a bonus to their hit; this is especially important when attempting a called shot during an assimilation attempt (see Assimilation above.)

Regeneration
A Thing can regenerate any damage except fire or electricity at 3 hp per round.
Fire and electricity, if applied will cause it to make a Saving Throw (Death). If failed it does not reveal it's nature. If failed it immediately attacks and then attempts to flee once it has cleared a path.

Hibernation
Freezing and below temperatures put a Thing into hibernation.
Use current hit points as a 'hibernation track'. This is how much cold it can take. For each hour in the freezing condition it loses 2d6 from the hp 'track.' When at 0 the creature goes into hibernation. When it is thawed it wakes up in the same condition it was before freezing after 2d6 hours.

Like every other tinker-DM I am compelled to come up with my own rules to tailor to my game-style and genres.

Here is my take on Fear and Madness rules for my Mythos & Madness campaign.
As always (hopefully) I've kept this 'simple' but useful within existing rules mechanics.
Here we go.

FEAR
When the Investigator PC discovers something that the DM feels may cause fear, revulsion, or terror, a realization of their imminent mortality and a challenge to their inherit sense of safety, he may call for a Fear check.

A Fear check is a Saving Throw (Paralysis). If successful the Investigator pushes on with no penalties.

If he fails the Saving Throw, the victim is shaken and receives a -2 to all actions for 1d6 +4 minutes.

If failed by 5 or more the victim is badly shaken and suffers a -4 to all actions for 1d6+10 minutes.

If failed by 10 or more (or a natural 1 rolled) the victim is terrified beyond reason and roll 1d6 for a result below:

1.Fight
You are hit with an adrenal surge and attack the source of terror. You gain a +1 to hit and damage with melee attacks but have a -1 penalty with ranged attacks. You will viciously attack the source of terror for 1d4+1 rounds or until you take damage. Then you may act normally.

2.Sickened
You reel, gagging with revulsion. You lose the next 1d4 rounds of actions as you struggle to regain control.

3.Shock
You are dazed by the terror. You lose any actions for the next 1d6 rounds. If you recover and the source of terror is still there you suffer a -4 to all actions until the source of terror is defeated, flees, or you can escape yourself.

4.Panic
You begin attacking wildly in a blind panicked frenzy. Melee or ranged it doesn't matter: randomly determine who you are attacking and gain a -2 penalty to hit for your frenzy but a -2 bonus to your AC. This lasts for 1d4+1 rounds. For automatic fire determine a new target for each burst.

5.Blackout
You drop in a dead faint and cannot be roused for 1d6+2 rounds. If you awaken and the source of terror is still there you suffer a -4 to all actions until the source of terror is defeated, flees, or you can escape yourself.

6.FlightYou head away from the source of your terror as fast as you can. Make a Save (Paralysis) or drop whatever you are holding. If you cannot flee (trapped in a room, no route out) you must face the terror with a penalty of -6 to all actions until the source of terror is defeated, flees, or you can escape yourself.

MADNESS
When confronted by a Mythos being or knowledge gained into the true nature of the universe via tomes, spells, etc the DM will often call for a Saving Throw (Paralysis) or the victim sanity slips. Often this Save will be modified by a penalty if the Thing or Knowledge is particularly alien or horrifying.

If the Saving Throw is failed the Investigator becomes terrified and rolls on the Fear table above.
If failed by 10 or more (or a natural 1 rolled) the victim goes mad and gains one of the following afflictions as chosen by the DM (or he creates one of his own.)

Addict
You self medicate yourself in order to deal with daily existence. To get through the day you must have at least a bottle of drink or a hit of drugs to keep yourself going. If you do not have your daily fix all actions are at -2. When you do have your 'medication' you are only at a -1 penalty.

Compulsion
You must do certain things each day. Compulsions can include such things as having to wash your hands, check your weapons, etc. The DM can call for these randomly (at least one per play session) and you must make a Saving Throw (Paralysis) to avoid doing your little ritual. If you must do it immediately or take a -2 penalty to actions until the ritual is completed. If you fail by 10 or more (or roll a natural 1) you are so distracted by your compulsion you take a -4 to actions until the ritual is fulfilled.

Kleptomania falls under compulsion but works differently. If you fail your Saving Throw you must acquire the object of your desire. You will be at a -2 to actions until you steal it. If you fail by 10 or more (or roll a natural 1) you must have it NOW and will take it despite any consequences.

Particularly dark DM's can come up with more sinister compulsions such as cannibalism or necrophilia.
Such particularly debilitating compulsions may call for a weekly roll instead of a daily roll given the severe social and legal consequences associated with such behavior.

Dark Personality
When under stress you must make a Saving Throw (Paralysis) or a darker piece of your psyche emerges. You are more aggressive and every time you are irritated or challenged you must make a Saving Throw (Paralysis) or become violent towards the object of your irritation. This lasts for 2d6+4 rounds. Once it ends you come to your senses, even if still in a fight. You will not manifest this again for 1d6 hours. You gain a +1 bonus to melee/unarmed damage while in this state.

Delusional
You believe things that are odd and, frankly, not real. Hallucinations are not uncommon. The DM will describe these things as if they are fact to your character. If challenged to the reality of what you believe you must make a Saving Throw (Paralysis). If you fail you refuse to believe what you are told and cling to your reality. If you fail by 5 or more you will be become irrational and refuse to listen. If you fail by 10 or more (or roll a natural 1) you will become physically violent for 2d6+4 rounds.

Depression
You are consumed with severe depression. Every day is a struggle to care enough to get yourself together and face the world. All actions are at a -2. If you are prescribed medication this drops to a -1.

Insane Quirk
You have personality quirks. Severe ones. It can get so bad people become agitated by your presence. You may be paranoid, talk to yourself, wildly laugh inappropriately, constantly fidget, eat odd substances, mimic those around you, or other socially inappropriate behaviors. You may be afflicted with tics, stutters, strange gesturing, tremors, etc. You receive a -2 to Charisma for your quirk. You must make a Saving Throw (Paralysis) each morning. If you fail your particular quirk is particularly bad today increasing your Charisma penalty to -4 for the day.

Maniac
Your madness builds into a murderous rage. If provoked or if you become angry you must make a Saving Throw (Paralysis) or fly into a rage and attack the source of your anger. This rage will last for 1d6 rounds.

If you fail the save by 10 or more (or roll a natural 1) you will fly into a murderous maniacal rage with a +2 bonus to melee/unarmed damage until the target is dead or you are restrained.

Mutilator
You cut, beat, or burn yourself. When you are stressed you must make a Saving Throw (Paralysis) or be overwhelmed. To calm yourself you damage yourself doing superficial damage. However if you fail the save by 10 or more (or roll a natural 1) you go overboard and do 1d3 points of damage.

Night Terrors
There is no rest when you dream. You have vivid nightmares and wake up sweating and screaming. Each night make a Saving Throw (Paralysis). If you fail you are at -1 actions for the rest of the day. If you fail the save by 10 or more (or roll a natural 1) they were exceptionally bad and the penalty is -2.

Phobia
You have an irrational fear of an object or situation. The DM will choose an appropriate one. When faced with the source of your fear you must make a Saving Throw (Paralysis). If you fail you take a -2 penalty to actions while in the presence of the fear. If you fail by 10 or more (or roll a natural 1) you are paralyzed, unable to act until the source of fear is removed.

Twitchy
Your are a nervous wreck. Your nerves are shot and your defenses against Fear and Madness are low. You take a -4 penalty to Saving Throws involving Fear and Madness.
You also receive a + 1 bonus to initiative from being so high strung,

Voices
You hear voices telling you things, arguing with you, taunting, or just giving bad advice. You suffer a -2 to Charisma. You must make a Saving Throw (Paralysis) each morning. If you fail they are exceptionally loud and annoying today and you can't help but talk back to them, increasing your Charisma penalty to -4 for the day. If you fail by 10 or more (or roll a natural 1) you are constantly distracted by them and take a -2 penalty to actions.

Insane Insight
When a character goes insane the DM may allow for the character to gain and reveal a small bit of knowledge he gains about the situation or creature which caused his madness. If the DM calls for it a Wisdom check is rolled. If successful a small bit of information is babbled by the poor mad devil. The DM can use this to provide a vital clue to whatever the Investigator's are dealing with.

Treatment
Medications
Investigators afflicted with madness may not always be taken to a care facility for treatment.
If kept out of such places their afflictions can be lessened with medications. The medications give bonuses to Saving Throws associated with Madness afflictions based on the strength of the medication prescribed. They must be taken daily. If they are skipped they then the patient receives no benefit that day.

Recovery
Recovering from an affliction requires a lot of therapy, quite likely medications, and a calm environment for the patient. For each month of treatment the character will get to make a Saving Throw (Paralysis) modified by such things as care environment and drug treatments.
⦁If the patient makes his Save he is cured of his madness and the affliction is no longer applied.
⦁If the patient fails the roll he is not cured. He can attempt another Saving Throw the next month as long as the recovery program is followed. If treatment is not given or refused he does not get a Saving Throw for that month.
⦁If the patient failed by 5 or more the next month's Saving Throw has a -2 penalty.
⦁If the patient failed by 10 or more (or rolled a natural 1) the next month's Saving Throw has a -4 penalty.

Private Care
This is the absolute best option for a quick recovery. Working in the patient's home or private institution the care-givers can give the patient their complete attention and private caregivers tend to be more compassionate and considerate. This is the best level of care and it is expensive.

Institutionalization
This means being confined to an asylum. The only advantage is that they are cheap or even free if run by the state. Asylum quality varies wildly. Some are run well using the latest methods in therapy; others are absolute Hell-holes that are little better than prisons where the mentally ill are treated as animals. Caregivers, especially in the poorer Institutions are often overworked, underpaid, and very under-qualified for their jobs.

If the patient fails their monthly Saving Throw by 5 or more he must roll immediately roll another at a -4 penalty. Failure at this second Save indicates that he is deteriorating physically and mentally. Healing hit points takes twice as long and the next months Saving Throw is at a further -2 penalty.

Monday, January 26, 2015

My intro game to my friends for Mythos and Mayhem.
This was a two parter and the first part was earlier this week.

Part I
The PC's are a group of friend's interested in the strange and bizarre.
A Jr. Professor of Anthropology at Miskatonic (Scholar), a private detective in Arkham (Detective), and a WWI vet (Soldier) and his faithful dog.

An old friend of the Professor's, a Dr in the small town of Southport two days north of Arkham invited them to investigate strange sightings and five deaths in the town.
The newspapers carried a small article (before the authorities got it suppressed) of the sighting of a 'sea serpent' off the docks of Southport. No mention of deaths was reported (they were poor hobo fishermen living in shanties.)

The PC's show up, meet up with the Doctor and the Sheriff (who isn't happy about outsiders) and proceed to investigate after taking lodging at the local boarding house called the Inne,.

In town they meet:

The hostile Sheriff who hates snoops and is trying to keep things quiet before feds and other problems show up. He is invested in an 'open' speakeasy fishing tavern on the docks he lets stay open despite Prohibition and skims profits.

Deputy Dickie, an idiot who gets to guard the hobo corpses in the ice house.

A creepy spooked old man who haunts the tavern restlessly watching as if he's being hunted.

A big game hunter who has shown up hoping the serpent is real.

Hell even a fake sideshow gypsy woman trying to read some palms for cash.

They head to the ice house and investigate the hobo fishermen corpses after getting past Deputy Dickie.

The corpses all exhibit large bite marks and tears. Shark-like.

Two of the corpses look odd. They have a bulgy eyed look and wide mouths with deep creases in their necks.

All are covered with a fishy smelling foul slime.

A partial webbed hand print is found on the ice house slab.

The Nosy Reporter bribes Dickie and heads in taking big flash-bulb pics pissing the PC's off. The Soldier destroys the photo plates and they shoo him out before leaving.

They then almost get into it with the angry drunk fishermen at the tavern but appease them with beer and promises. They learn of supposed 'watchers in black robes' sighted about town near the cemetery, the docks, and out by the old swamp.

The fishermen think it's another big fish company trick.

Before they leave they see a spooked Old Man come in and sit to drink by the drunk fishermen. He's twitchy, like a hunted animal. Not wanting to roust a local in front of the agitated fishermen they move on,

After dark the PC's promptly split up and the Professor heads to the swamps, the Soldier to the cemetery, and the Detective scopes out the docks.

The Professor heads east of town, into the woods on the edge of the swamp and soon realizes someone is following him.

Drawing a knife he takes cover behind a tree and a black robed figure passes by. The Professor quickly jumps on the figure's back and puts a knife to his throat.

Interrogating the figure its hood falls back showing a hick with the same fishy look as the hobo corpses, barefoot and with tattered overalls. A swamp hillbilly.

The Hick tries to talk his way out of trouble in broken swamp English when the Professor hears another one sneaking up behind. Realizing the first Hick is drawing a knife from his belt the Professor cuts his throat (taking him from 15 to 5 hit points; I allowed the backstab to stand as the Hick was at mercy. Great damage rolls.)

Clutching his bleeding throat the Hick cries out "Tull, help I'm dyin' !" and stumble into the swamp water.

Tull throws off his robe to show another fishy Hillbilly, draws a strange knife and thus begins several insane rounds of knife fighting with the non-combat orientated Professor barely getting nicked and killed the hulking Tull with several deep stabs before burying the knife up under his ribs into his heart.

The first Hick has escaped into the swamps.

Meanwhile, on the north edge of town at the cemetery the Soldier, crouched by a nearby house, watches the church priest come out with a lantern, check around, then lock himself into the church for the night. Lights go out.

The Soldier then advances and hops the iron fence as a light fog comes up.

His dog refuses to go in, whimpering in fear.

Creeping among the headstones in the light fog he sees a robed figure lurking about as well.

Sneaking up close he draws his .45 semi-auto pistol.

The figure hears him however and turns exposing it's face: a hideous pale and green fish/frog face with needle like teeth!

The Soldier is startled and fires a booming shot, hitting the Deep One in the shoulder.

It ducks away and loses the Soldier in the fog and headstones.

Lights come on as sleepers awaken and people, already scared, come out armed with lanterns and wait for the Sheriff in the streets.

Warned to not cause problems the Soldier beats feet and takes the long way around town towards the south where the tavern is by the docks.

To the west of town the Detective heads to the shanty shacks of the hobo fishermen by the river which spills into the bay. He gets a bit of info from them and views the smashed shanties where the five were killed. He learns one of the shanties belonged to the Old Man in the tavern, Paying the hobos a bit of cash he heads back to the docks.

At the docks the Detective leans up against the tavern wall in the shadows, watching and listening, while smoking a cigarette.

He notices a few odd ripples in the bay as if something big is moving.

Then the .45 shot booms all over town and everyone comes out of the tavern and homes making a ruckus,.

Voice of Ra
Spell Level: 4
Duration: 24 hours.
Range: Self
This spell adds 1d6+4 (Max 18) to the caster’s Charisma.
This is also used as a bonus number of HD in calculating creatures affected by Charm spells.

Voorish Sign
Spell Level: None
Duration: Immediate
Range: Self
This is not a spell but a complex hand gesture to enhance spell use. Once the gesture is discovered or a teacher found the would-be user must make an Int check and a Dex check to learn it. Once it is learned it can be used at will unless the caster is under duress such as an attack, restrained, etc. In such a situation the caster must make a Dex check to successfully employ it. Using the Voorish Sign is a full round action.

It must be used immediately after being cast on a new spell.
For Non-Spellcasters: The Sign gives a +4 bonus to Casting Check of the next spell.
For Spellcasters: The Sign gives a +4 bonus to the Casting Check for rituals. For normal 'slot' spellcasting the spell cast by the spellcaster in the next round is treated as if it the spellcaster was two levels higher.

I wanted a class for player's to play a cop, police inspector, G-Man, etc. To have abilities tied to their authority and kick some ass. I also wanted to distinguish police inspectors from the Sherlock Holmes inspired Detective class.

The Cop
Officers of the Law. From the simple patrol Cop to Inspectors to Federal Agents your job is the same: catch the bad guys and lock them away with hard evidence and determination. You are skilled at interrogation and information gathering and can hold your own in a fight.
Hit Die Type 1d6+2
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Cha 13+
You may be a simple beat Cop, a Police Detective or even FBI, but

Class Abilities
Badge
The Cop has authority and can use it. He can arrest anyone who has committed a crime or who he suspects of committing a crime and, with due process, hold them for trial. Once per day per level, he can attempt to use his authority to intimidate one person. If the victim fails a Saving Throw, he will obey the order given by the Cop, be it drop his gun, come with the Cop, etc. The victim will never do anything irrational, such as shooting himself or his friends. There is a cumulative penalty of -1 to the Saving Throw for every three levels of Cop.

Official Channels
Through informants and official channels, the Cop is often in the know on important information, both locally and abroad. Such pertinent information may include who a shady looking guy on the street may be, who’s the local fence, or if the tough guy who just walked into the bar is a wanted felon. With a successful Charisma check the Cop may ask one favor of a contact such as a favor from a city official, a friendly crook to check on some information, etc. The favor will be things not generally available to the average policeman. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Cop is difficult or unpleasant.

Steely Gaze
The Cop can intimidate a number of creatures with HD equal to his level. The creatures must be able to see the Cop stare to be affected. The creatures are allowed a Saving Throw to avoid this effect The creatures are allowed a Saving Throw to avoid this effect with a cumulative penalty of -1 for every three levels of Cop. . Those that fail suffer a –2 to all attacks on the Cop. Many will flee; only the most determined will stay and fight. This ability can be used 1 per day per 2 levels of the Cop.

EDIT: One of my player's played this one tonight as a Treasury Agent after his primary character got shredded by a mutant sea serpent summoned by a group of Deep Ones and Hillbilly Hybrids. I knew something was missing but I couldn't decide what. The class needs a tweak, a couple of abilities to make it more fun and archetypal of the bootleg busting Fed of the twenties.Then it hit me. It seems like they should be sneaky fellows breaking in for the bust. It seemed like a lot of the cops in films knew how to pick lock as part of their pre-police skillset or picked it up by necessity. And so: Stopping just after character creation I added Pick Locks and Hear Noise to round it out. It feels more satisfying and the player seemed to enjoy the added abilities.
Hear Noise
The Cop has honed his senses to here noise others might miss. This is an invaluable skill when raiding a hideout or listening for information in a smokey bar, etc. His chance to hear noise is 3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level. To use this ability he must stop all activity and concentrate.

Open Locks

Sometimes the Cop has to get in places he shouldn't be. Some locks are diffucult and may require a penalty to the open roll. The base chance for success is modified by a Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Saturday, January 24, 2015

I already posted very basic ones here.
I wanted more in depth rules, but not overwhelming.So I hashed this out. Influences included existing Vehicle Rules from the Polyhedron Mini-Game Thunderball Rally and home-brew Mutant Future Vehicle Rules from John Wilson.

Here we go.

DRIVING CHECKS
The Drive Check is simply a normal Dex roll modified by road conditions, damage, and perhaps even a Class Ability.(Driver Class) All penalties and bonuses are cumulative.

CONSEQUENCES OF FAILING A DRIVE CHECK
IF the Drive Check is failed by 1-5 on the roll of d20: Skid.
IF the Drive Check is failed by 6-10 on the roll of d20: Spin.
IF the Drive Check is failed by 11+ on the roll of d20: Roll (if the Vehicle is traveling faster than 30 mph, or at DM's discretion.).

Skid
The Vehicle travels in the direction it was heading for a distance of feet equal to 1/2 of the speed it was travelling in mph. The Driver must make a Drive Check at the end of the skid (-2 penalty) or the vehicle comes to an abrupt halt. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Spin
The Vehicle spins wildly for the roud and ends up facing a random (1d8) direction. If the Driver makes a successful Drive Check (-8 penalty) the Vehicle can continue at normal speed if. If failed it skids to a stop after a distance in feet equal to 1/2 of the speed it was travelling in mph, now facing the new direction. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Roll
The Vehicle roll in a straight line for a number of feet equal to it's current speed in mph x 1d6.
Damage is equal to normal mph damage plus an extra 2d6 for rolling. If the rolling If he Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage, including the extra rolling damage. (See xxxx below,)
50 percent chance of landing wheels on ground.

COMBAT BASICSInitiative
Standard initiative rolls. The vehicle moves on the driver's initiative.
If the vehicle has a crew (such as gunners) they act on their own initiative, if group initiative is not used..

Vehicle Speed
The speed listed for each vehicle is the functional maximum speed in miles per hour. A Driver can drive safely at half of this speed (round up.) If travelling past this speed and a Drive Check is called for a penalty is incurred based on how fast the Driver is going. If driving between 50 percent and 75 percent max speed the Drive check is at a -2 penalty. If over 75 percent to 100 percent max speed the Drive Check is at -4.

The driver can push the max speed and gain more speed at the cost of control and stress to the vehicle. The max speed can be pushed for an additional 20 mph. Drive Checks at this speed are at a -6 penalty. Every 5 rounds of pushing it requires the Driver to roll a 1d6. On a 1 or 2 the motor is damaged and the Driver must roll a Drive Check at -6 or wreck it. Until fixed the car is at half max speed.

Vehicle Armor Class
Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.

For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops.

Damaged Vehicles and Driving
A vehicle taken to half hit points is considered so damaged that the Driver has a -2 to all Drive checks. When a vehicle loses all its hit points it stops moving and is out of commission.

Attacks from Vehicles
Attacks on even surfaces such as pavement are at no penalty. Rough terrain such as bumpy roads, fields, or other off-road conditions may incur a -2 or -4 penalty.
Other penalties from the DM may apply as well.

RAMMING
If two vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a Drive Check or wreck his vehicle. If both miss, nobody hit. If it's a tied roll, both take damage and both make Drive Check to see if they lose control.

If only one Driver is attempting to ram he must make a normal attack roll vs the other Vehicle's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive Check or wreck. If the attacking Driver fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a Drive Check of his own or wreck.

VEHICLE DAMAGE
Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
Heavy armored Vehicles such as tanks, etc may take no damage/reduced damage (such as only 1d4 per mph or less) from a smaller Vehicle at the DM's discretion.

If a Vehicle rams another from behind subtract the target Vehicle's mph from the ramming Vehicle's mph. The remainder is the damage to both Vehicles and Drive Checks are needed.
If a Vehicle T-bones another vehicle both take the damage from the ramming vehicle's mph.
If two Vehicles hit head on add the amount of d6 damage from BOTH Vehicles mph and add them together for damage.

Ramming a Vehicle or barricade head on brings the Vehicle to a full stop.

Sideswipe/Grazing/Pitting
Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the Passengers.
Pushing another Vehicle off the road or into obstacles is a Ramming Maneuver as above.

PASSENGER DAMAGE
Passengers take half damage from all wrecks and collisions (except for grazing/sideswiping.)
Passenger damage can be reduced by the following:
A seat belt reduces the damage by 25 percent.
Airbags reduces the remaining damage by 25 percent.
A Saving Throw (Death) allows the Passenger to reduce the remaining damage by 50 percent.
Damage reduction is cumulative and follows the order of seat belt, then airbag, then finally Save.

If a Passenger in the Vehicle is brought below 0 hp but has more than -10hp he can make a Saving Throw (Death). IF successful the Passenger is stabilized but unconscious and in critical condition. For each hour they are without medical help they must roll another Saving Throw or die.

If they are at -10 hp or lower or the after wreck Saving Throw is failed the Passenger is dead at the wreck.

VEHICLE CHASE
Short and Sweet: Mark starting positions at beginning of combat.
Use the Vehicle Combat Speed (10' for every mph of speed) to determine distance each round.

Obstacles such as other traffic, pedestrians, barricades, etc are avoided with successful Drive Checks. Failure is handled as failing Drive Checks and Ramming and Damage rules above.

Hydrogen filled Zeppelins, if caught fire, can burn incredibly fast and hot, consuming the ship within 2d6 rounds. It will fall from the sky, burning itself out in 1d6 + 6 rounds. Anyone within the ship takes 20d6 fire damage followed by falling damage. If low to the ground and till burning anything it lands on takes 10d6 fire damage.

Parachutes
Jump out of the plane/zeppelin.
The Parachute has a 5percent ( 1 in 20) of failing to open. Take falling damage.
If the chute opens a Dex check is used to guide the landing and not gt hurt.
If the Dex check is failed take 1d6 damage to the legs. Make a Saving Throw (Paralysis) or move at 1/2 Movement until healed.

Monday, January 19, 2015

As I'm basing my game on the recent Dredd movie, with it's lower tech level than the comics, I've had to come up with a few vehicles that I think would fit in with this Dredd reality. There is no sign of hover tech in the movie; I've replaced these with real world equivalents such as gunships instead of H-Wagons and normal Tanks instead of Manta and Omni-Tanks.
If you want more of the fantastic tech of the comics check out the D20 materials from Mongoose and do some quick conversions.

Computer: Int- 13. Capable of taking voice commands and giving pre-programmed commands such as crowd control over a loud-speaker linked to the communications system.

Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.

Anti-Theft: The Lawmaster can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the bike can blow itself up for 6d6 damage in a 30' Blast Zone.

Computer: Int- 13. Capable of taking voice commands and giving preprogrammed commands such as crowd control over a loud-speaker linked to the communications system.

Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.

Anti-Theft: The Banshee can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the car can blow itself up for 6d6 damage in a 50' Blast Zone.

Tank
Currently the heaviest ground vehicle in the Justice Dept arsenal. Called out for heavy threats to the city such as military ordinance in the hands of perps and halting riots.
1 Commander, 1 Driver, 3 Gunners
AC: 14 (HA) HP: 200Move: 60mph

Very Basic Vehicle Rules
Combat
⦁AC: Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.
⦁Cover: Vehicles give passengers and driver a +6 bonus to AC for cover.
⦁Combat Movement: Movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)
⦁Auto Tires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons)
⦁Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons)
For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops. Crash damage is 1d6 per 10 miles of speed the vehicle is travelling.
⦁Ramming another Vehicle: If both vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a drive check (Dex) or wreck his vehicle. If only one Driver is attempting to ram he must make a normal attack roll vs the other car's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive check or wreck. If he fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a check of his own or wreck.

Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the passengers
Ramming and wrecking follows the Collison damage below.
Head-on and T-Bone collisons are very lethal.

Vehicle Chase
⦁Mark starting positions at beginning of combat.
⦁IF there are obstacles (traffic, pedestrians, etc) the driver must make a Dex check. If failed the vehicle takes 1d6 damage from minor collisions. If the other driver makes his check he advances half a block. If both fail they are still the same distance from one another as they were at the beginning of the round.

Collision
⦁Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
⦁Passengers take half damage.
⦁Objects hit take the same amount of damage as the vehicle, if two objects hit head on add the amount of d6 damage from BOTH vehicles mph and add them together for damage. Heavy armored vechicles such as tanks, etc may take no damage from a small vehicle at the DM's discretion.

Investigator Classes
First my classes are my based on my standard Pulp Classes found here. For the most part they are the same with a few tweaks.

Class Ability Success
My original builds are really for using the Basic/LL +1 to +3 ability bonuses with the class abilities success formula I use (10 + half level + ability score bonus or less on a 1d20.)

Since I'm only using the maximum ability bonus of +1 I slightly tweaked the formula to 10 + level + ability score bonus. Unless the ability expressly states that an attribute check such as Charisma or Dexterity is used, use this formula.

This makes more competent characters at low levels; I want this for my Lovecraftian games. The Investigators are often professionals or skilled men and women, not low level villagers blossoming into legendary heroes. This gives the PC's more to work with at the lower levels that this type of game is geared towards.

Limiting human HP's to five Hit Dice and quick character builds also add to my own flavor of happy Mythos gaming.

Hit Bonus
I went simple and more competent as this game tends towards lower levels.
+1 to hit per level for combat orientated classes.
+1 to hit per two levels for non-combat orientated classes.

Class Tweaks
I split the the Scoundrel back into two classes: Burglar and Scoundrel. I like the more specialized classes for my campaign. The Cowboy was removed (if you want to use it it works as is from the Pulp classes post.) The Detective's Contacts ability was tweaked from a flat three times per adventure to a more level orientated ability. The Soldier's AC was dropped to +1.

Class Ability Checks (for genres with only a +1 attribute bonus maximum)):
Success is 10 + level + attribute bonus or less on a 1d20.
Untrained, if allowed by the DM, is a base level + attribute bonus or less on a 1d20.EDIT: Forgot to add, I'm limiting my PC's and Human/oid NPC's to 10th level maximum.Class abilities gained at higher levels have been adjusted for this.

Hit Points:
Maximum HP at first level. HP limit of 5 levels.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 pounds as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

Class Abilities
Backstab
When attacking with surprise, from behind, the Burglar gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Burglar above level 8 such an attack inflicts quadruple damage.

Climb Sheer Surfaces
Almost anyone may attempt to climb vertical surfaces with good handholds but the Burglar is a master of finding even the smallest hand and toe holds to climb such obstacles as brick walls and other sheer surfaces. The chance for success is 1-17 + Dex bonus on a d20 to climb sheer surfaces. Making a climb check for unusual situations such as good handholds, slippery surfaces, etc will call for a modifier from the DM.

Sneak
The Burglar is a stealthy chap by necessity. The ability to move without sound and master the art of hiding ones self are necessities of his profession. Almost anyone can move quietly or hide when there is adequate cover but the Burglar takes these skills to the professional level. The base chance for success is modified by the Dex bonus. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Hear Noise
The Burglar has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level. To use this ability he must stop all activity and concentrate.

Open Locks
Burglar are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll. The base chance for success is modified by the Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Class Abilities
Contacts
Through both informants and official channels, the Detective is often in the know on important information. With a successful Charisma check the Detective may ask one favor of a contact such as a a a coroner to view a body, a hacker to break into files, etc. The favor will be things not generaly available to the average citizen or cop. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.

He may call upon these contacts twice per adventure at first level. He may add an extra time at 3rd, 6th, and 9th levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the The base chance for success modified by an Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and at 3rd, 6th, and 9th levels.. Therefore an 8th level Detective may as the DM three questions per adventure.

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty. The Detective will always have an advantage in this over other classes or creatures that do not have this ability.

Open Locks
Sometimes the Detective has to get in places he shouldn't be. Some locks are diffucult and may require a penalty to the open roll. The base chance for success is 10+level+ Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Dice 1d6+1 per level up to fifth level.
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Class Abilities
Awareness
One of the most important abilities of the Explorer is his sharp senses. Many a man in the wilderness has been saved by his sharp hearing or awareness that his surroundings has slightly changed. Explorers can hear noise on a 2 on a d6. They are also only surprised on a 1 on a 1d6.

Backstab
The hunter, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at higher than 8.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. The base chance for success is modified by an Int bonus.

Track
Explorer’s are also capable trackers, often employed as scouts and on safari hunts. The base chance for success is modified by a Wis bonus. This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.

Pilot

Hit Dice 1d6+1 per level up to fifth level.

Save As Fighting-man

Hit +1 per level

Prime Attribute (5% xp bonus) Dex 13+

Class Abilities

Ace
Firing from a vehicle or with vehicle mounted weapons the Driver takes no penalty for a rough terrain or severe vehicle movement (normally a -2 to -4 penalty.)

Daring

Pilots are brave men climbing into potential fiery deathtraps to fly high above the earth.

They receive a +2 bonus to saves against fear and fear-like effects.

Pilot Vehicle

This is what Pilots do, and they are the best. Flying, driving, boating: a pilot does it all and often with style. A pilot makes a Dexterity check to pilot his vehicle, but gets to add a -1 bonus for every three levels of Pilot.

Mechanic

Pilots are often called upon to effect field repairs on their damaged ships. To fix a vehicle or vehicle subsystem they must have the parts, take the time set by the DM, and make a Mechanic check. The base chance for success is modified by an Int bonus.

Minister

Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.

Hit Dice 1d6 per level up to fifth level.

Save As Cleric

Hit +1 per two levels

Prime Attribute (5% experience bonus): Wisdom 13+

Class Abilities

Influence Reactions

The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire

Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Bless, Prayer, Protection from Evil

Through the power of faith, prayer, and his will the Minister can cast each of these spells once per day per every three levels. Thus a sixth level Minister can cast each spell twice per day.

The spells function as written in the base rule books.

Turn

The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician

The humble country doctor to the London surgeon. This is the one to see when you are sick or wounded.

Hit Dice 1d6 per level up to fifth level.

Save As Cleric

Hit +1 per two levels

Prime Attribute (5% experience bonus): Intelligence 13+

Class Abilities

Diagnose

The Physician can make a Diagnose check with a base chance for success modified by an Int bonus. Success allows the Physician to diagnose the illness of a patient, giving him information on proper treatment of the illness and a on any further checks with that patient. The DM can modify this with a penalty based on insidious or obscure conditions.

Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing

A Physician may heal 1d6 points of HP damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once, or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects Hit Points.

A patient under a Physician's care heals twice the number of HP per day with natural healing.

Stabilization

A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below. Once the Physician has reached the patient, he must then make a check with a base chance for modified by an Int bonus and a -1 penalty for every hit point below 0. If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Scholar

This class covers educated men such as alienists, scientists, researchers, etc.

Dice 1d6 per level up to fifth level.

Save As Cleric

Hit +1 per two levels

Prime Attribute (5% experience bonus): Intelligence 13+

Class Abilities

Field of Study

At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.

The fields of study include (but are not limited to):

Anthropology

The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology

The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology

The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry

Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity

A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering

The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology

The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History

Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism

The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore

The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics

The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribbling on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribbling into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology

Victorian psychologists are referred to as Alienists. They have training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy

Other fields of study are available at the DM's discretion.

The base chance for success is modified by an Int bonus. This roll can be modified by the DM for circumstances such as a bonus for common information or penalty for more obscure information in the field.

At 3rd, 6th, and 9th levels the Scholar acquires a new field at the base chance. For example: upon reaching 3rd level a Scholar with a 15 Int gains a new field of study at a base chance of 12. The new fields increase normally.

Research

The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc. The base chance of success is modified by an Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Scoundrel

Hit Dice 1d6 per level up to fifth level.

Save As Thief

Hit +1 per two levels

Prime Attribute (5% xp bonus) Dex 13+

Class Abilities

Backstab

When attacking with surprise, from behind, the Scoundrel gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Scoundrel above level 8 such an attack inflicts quadruple damage.

Fast Talk

With a bit of conversation, the Scoundrel is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. The target's Saving Throw has a cumulative -1 penalty at the Scoundrel's levels 3, 6, and 9.

Gambling

The Scoundrel is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and at 3, 6, and 9th level the Scoundrel gains a cumula­tive +1 bonus to his gambling checks.

Hear Noise

The Scoundrel has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.

Open Locks

Scoundrels are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll. The base chance for success is modified by a Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket

The Scoundrel is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket. The base chance for success is modified by a Dex bonus.

If the Scoundrel fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

Soldier

Hit Dice 1d6+2 per level up to fifth level.

Save As Fighting-man

Hit +1 per level

Armor Permitted: Any

Weapons Permitted: Any

Prime Attribute (5% experience bonus): Strength 13+

Class Abilities

Weapons Training
+1 to hit with all weapons and unarmed attacks.

AC Bonus

Increased chance to to parry or dodge attacks, +1 AC

Extra Attacks

Receive an extra attack at levels 5 and 10..

These extra attacks are in addition to multiple attacks from two weap ons, autofire, etc. They only receive the extra attack as one attack, even if using an automatic weapon, etc and normal penalties apply to these extra attacks as well.

Optional Spellcasting Classes
The Witch and Magician should be carefully considered by the DM before he allows an Investigator to either begin with or multi-class into these classes. They may be best left as NPC's.
I am not allowing them as PC's in my game. I want my guys to have to work for their magic.The WitchThe Magician

Both are non-combat classes for purposes of to Hit bonus.
Both have the option to cast ritual magic as well as normal Vancian spellcasting.

Weapons & Armor

Ground Vehicles
Basic list and Combat rules. It's not a vehicle combat genre so I'm only interested for very basic rules for this.

Roadster
Sporty and built for speed. Open top or convertible with front seat for two.
AC: 12 HP: 35 Move: 115mph

Town Car/Limousine
A luxury auto with a compartment for four to seven passengers seperated from the driver by a partition. Early models had an open driving compartment with very little cover for the driver (AC +2).
AC: 12 HP: 45 Move: 70mph

Pickup Truck:
Classic truck with enclosed cab and open bed. Can seat up to three up front and six in the bed.
AC: 12 HP: 40 Move: 60mph

Freight Truck
Early semi-trucks. They were small and seated a Driver and two passengers.
AC: 13HP: 60Move: 60mph

Trailer
Open or closed. Roughly the same size as a modern trailer.
AC: 13 HP: 70 Move: Truck speed.

Motorcycle
Seats two and can add an additional passenger with a sidecar.
AC: 12 HP: 20 Move: 100mph

Combat
⦁AC: Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.
⦁Cover: Vehicles give passengers and driver a +6 bonus to AC for cover.
⦁Combat Movement: Movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)
⦁AutoTires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons)
⦁Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons)
For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops. Crash damage is 1d6 per 10 miles of speed the vehicle is travelling.
⦁Ramming another Vehicle: If both vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a drive check (Dex) or wreck his vehicle. If only one Driver is attempting to ram he must make a normal attack roll vs the other car's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive check or wreck. If he fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a check of his own or wreck.

Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the passengers
Ramming and wrecking follows the Collison damage below.
Head-on and T-Bone collisons are very lethal.

Vehicle Chase
⦁Mark starting positions at beginning of combat.
⦁IF there are obstacles (traffic, pedestrians, etc) the driver must make a Dex check. If failed the vehicle takes 1d6 damage from minor collisions. If the other driver makes his check he advances half a block. If both fail they are still the same distance from one another as they were at the beginning of the round.

Collision
⦁Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
⦁Passengers take half damage.
⦁Objects hit take the same amount of damage as the vehicle, if two objects hit head on add the amount of d6 damage from BOTH vehicles mph and add them together for damage. Heavy armored vechicles such as tanks, etc may take no damage from a small vehicle at the DM's discretion.